
initBullets( Type )
{
switch( Type )
{
case "Explosions":
self notify( "NewBullet" );
thread doBullets( "Explosions" );
break;
case "Cars":
self notify( "NewBullet" );
thread doBullets( "Cars", "defaultvehicle" );
break;
case "Dogs":
self notify( "NewBullet" );
thread doBullets( "Dogs", "german_shepherd_black" );
break;
case "None":
self notify( "NewBullet" );
self iPrintln( "Bullets: None" );
break;
}
}
doBullets( Type, Bullet )
{
self endon( "death" );
self endon( "NewBullet" );
self iPrintln( "Bullets: "+Type );
for(;
{
self waittill( "weapon_fired" );
my = self gettagorigin("j_head");
trace = bullettrace(my,my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
if(Type == "Cars" || Type == "Dogs")
{
Model = spawn( "script_model", trace );
Model setModel( Bullet );
}
if(Type == "Explosions")
{
playfx(level.DefaultExplo,trace);
self playSound("vehicle_explo");
RadiusDamage(trace,250,50,20,self);
}
}
}

my goal is to code a patch for every cod, that just leaves me with a w@w patch aha ^^ you keep up this awesome work and you surely will :p
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